Cash & Cold Steel – The Renaissance Warfare

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Author: Clark Crente

Last revision: 7 Jun at 14:32 UTC

File size: 632.43 KB

On Steam Workshop

Description:
Introduction

Levies, during the game’s timeframe, did not have the same function as in the prior eras. The time of men using their pitchforks as weapons to defend their suzerain are ending. However, the game chooses the wrong term to describe what most of the armies were composed of: raised troops for a campaign. It does happen due to the fact the word soldiers are linked to a specific population. Before – mid Age of Absolutism to Age of Revolution – standing armies being common, most of the troops were raised for a war. That did not mean those people were cannon fodder, they were the middle ground between mercenaries and regular/retinues/professionals. This mod aims to kind of fix it gathering and tweaking another mods as well.

I do not own the rights neither claiming to be the author of the mods featured/used/adapted within this one. All credits goes to the respective authors

Featured mods:

Levy Tweaks – Lowering the overall levies’ size
Total Levy Combat Overhaul – Overall foundation
REAI – AI & Manpower Overhaul – Support for AI manpower’s management, regulars composition and warfare eco

Major Changes

Levies have 100% of combat ability and re-organized!

  • Traditions levies: Villagers (burghers and laborers pop) and Footmen (peasants)
  • Renaissance levies: Ment-at-Arms (soldiers and peasants pop)
  • Discovery levies: Halberdiers (peasants pop) and Matchlock (soldiers pop) – might be tweaked in the future
  • Reformation levies: Pikemen (peasants pop) and Flintlock(soldiers pop) – might be tweaked in the future

AI Regular troops oriented to have a historical composition, regiments severely reduced. Starting with 100 and 50 per Light & Heavy units respectively

  • Late Medieval (1337-1437): 65% of Cavalry
  • Pike and Shot (1437-1637): 32% Heavy Inf – 16% Light Inf – 28% Cavalry
  • Linear Warfare (1637-1737): 48% Infantry – 28% Cavalry – 20% Artillery

Buildings

  • Sergeantry gives crownpower and has three levels
  • Armory only gives manpower at the capital, otherwise it increases soldiers and burghers pops, to represent early army’s professionalization
  • Training Fields same as armory, except the capital aspect, obviously
  • Other manpower buildings featuring manpower bonuses reduced, might be tweaked in the future

Fixes

  • France/Bohemia and vassals with levy manpower considerably reduced. France has its nerf scaled with the amount of subjects, less vassals = more levy manpower
  • Naples also nerfed to represent the struggle of power between the crown and the nobility, only ending with the royalty having more power than the nobles
  • Stefan Dusan while alive is the new Skanderbeg of the game, boosts to levy size, speed of integration, levy recovery, land morale and others

Must use mods to run within the same playset

VI’s Total Realism
Ad Astra
REAI: Rational Empires